- User Since
- Feb 29 2016, 11:46 PM (173 w, 9 h)
May 16 2019
If I'm not mistaken, disabling "Any" in this field should do the trick. For some reason I can't find it manually so I'm just using search function by Gizmo
May 14 2019
I’m reopening this because I have found another way to reproduce this issue. Looks like there are two conflicting options – the ability to choose manipulator from the left menu and from the top menu. Manipulators from the left menu seem to behave properly for the most part but there is no option to select Universal now (trying to press multiple buttons with Shift like we did before doesn’t seem to work either) while selecting manipulators from top menu works fine because we can select any combination and activate Universal but if we do it that way, combinations with LMB stop working.
Agreed, thank you, but should I reopen my report about not being able to use Alt+LMB with Universal?
Just in case, I will duplicate my observation here - I've tested the latest 2.8 and while this seems to be solved for separate manipulators, it's still an issue for the Universal manipulator! Is there a way to fix this for Universal as well?
Oh, so the controls just became a lot more confusing than they used to be. And what about the dedicated button for the Universal manipulator, is it supposed to be missing as well? Oh, and I just found out that my previous report about not being able to rotate the viewport with Alt+LMB while the cursor is over the Universal manipulator is still there, for some reason it works with Move, Rotate and Scale but it starts tweaking while hovering over Universal.
Feb 12 2019
Yes, I have tested the latest 036ec5cae4f and the problem is still there - I cannot rotate or do any other viewport navigation with the left mouse button while hovering the mouse cursor over Rotation or Transform manipulator - it still performs rotation or dragging depending on where I point the mouse at. I have tested this on multiple computers with Windows 7 and Windows 10 so it's definitely not an issue on a particular computer.
Jan 29 2019
Sep 22 2018
Tested 2.79.6 0a968510bf6 and it looks like the problem got worse - I have opened Blender, switched to Maya controls and wasn't able to add to selection by holding Shift right away; the same exact thing happens with 3DS Max controls and using Ctrl (open Blender, switch to Max or Maya controls, drag border selection around two objects to select them and then try to add the third one by holding Shift or Ctrl and dragging border selection around it). I have tried to fiddle with shortcuts to find a workaround but I wasn't able to find any solutions.
Mar 27 2018
Jul 30 2017
Mar 11 2017
I have looked into provided file and found out that plane has scale values of 25-25-1, when I apply the scale and update hair distribution by entering and exiting Weight Paint mode, it starts to look accurate to the weights. I have also noticed that certain areas visually look denser due to hair’s shape (Spiral) and direction, when I switch hair Display option from Rendered to Path, distribution also looks accurate. My guess is that uneven Scale values are the problem here.
Mar 8 2017
Glad to be helpful! Tested 9e566b0 on all configurations with and without "accurate" option turned on to ensure that "accurate" properly enables precise transformations: so far it looks like everything is OK now, even rotations seem to follow the same rule so it is now possible to hold Shift prior to dragging. I will move to the new setup with the next daily update to test it further. Anyway, thank you both for spending extra time on this topic. By the way, about T47032:
Mar 7 2017
I’ve looked into the provided file and found out that Camera’s Start Clipping is set to 0.000001 and End Clipping is set to 10000, when I set Start Clipping to something like 0.01, the glitch disappears. Hope that will help with something.
Just in case - is this worth creating an additional report to keep track of? Since I can’t make Scale work with planar constraints on all configurations now, it’s not exclusive to non-blender schemes anymore, but it’s still a part of this report so we can still keep working on it here.
Mar 3 2017
I’m sorry for the messy report, it’s kind of hard to write down notes while juggling with several different configurations. Testing 810d7d4 with new default presets: for some reason I cannot make Scale manipulator work with planar constraints on all presets including Blender (default), enabling-disabling new “accurate” option doesn’t seem to affect it.
Mar 2 2017
Tested latest 8560776 and unfortunately it looks like that one of the main problems (besides the default accurate transforms) is still there: if you switch to Maya right at the beginning and use planar constraints at least once, transformations will stuck permanently in planar constraints mode.
Mar 1 2017
Oh, so that's why some changes aren't reflected in release versions which makes sense now, but as far as I can understand this means that broken constraints will either eventually seep into release build and then every version will have broken constraints or they will never be used in release but buildbot version will stuck with broken constraints for indefinite amount of time (hence why I’m checking every major update in hopes that it will be fixed). In my opinion it would be much better to simply revert the change in buildbot version and make it work the same way it works in official because official version works perfectly fine and I don’t see a reason why it was changed in the first place.
Tested 2.78c e92f235283 and the latest 2.78.4 c1012c6 and the situation seems to stay the same – official 2.78c works properly while buildbot version has broken constraints which forces me to stick to the official builds. I want to point out that I’ve found another discrepancy between the buildbot and official – buildbot version has two additional buttons for moving poses up and down in pose library while official build don’t have them which makes it very frustrating because now I have to keep the buildbot version with broken constraints for sorting poses and official version with working constraints for general work. Both of these issues don’t look difficult to fix so could you please fix the buildbot version so it would be possible to use it again for general work? Being able to move poses in official build would also be good, but broken constraints in buildbot looks like a much bigger issue.
Feb 10 2017
Just in case, I've tested the latest official build 2.78b 3c04373 from 2017-02-08 and the latest build from buildbot 2.78 38155c7 from 2017-02-09 and it looks like this problem does not occur in the official build, but still present in the buildbot version. This is very perplexing to me…
Feb 1 2017
Technically speaking, Blender's key configuration don't work properly as well because when you're holding Shift and dragging an axis, instead of doing only planar constraints it does both precision and constraints together which shouldn't happen (it makes no sense to activate precision movement by default).
I have tried to import provided file into 3DS Max and it looks like everything works as expected. Different objects have different colors so it is likely that materials are there as well.
Well, the documentation is correct and all three modes are working perfectly fine in 2.78a:
- If you hold Shift and start dragging an axis, you will get planar constraint just as expected.
- If you start dragging an axis and then hold Shift, you’ll get precision movement just as expected as well and as described in the manual.
- If you hold Shift, start dragging, release Shift and then hold it again, you’ll get both planar constraint and precision.
Jan 31 2017
Dec 22 2016
Frankly speaking, I don’t really understand why are we trying to reinvent the wheel here giving the fact that universal manipulators were already implemented in several different applications (Hexagon, Silo, Modo) and are already working perfectly fine for more than a decade. As someone who has been modeling with universal manipulators for more than twelve years, I have to say that this topic is not just a funny concept that I would like to play with, this is an absolutely vital part of my workflow so please excuse me if some of my observations sound harsh.
Oct 2 2016
Try the latest build 641e586, as far as I know it is supposed to be fixed there.
Aug 28 2016
Probably something like this would suffice? The only difference from current bevel is curved borders.
Strangely enough, but it seems it can also be replicated in 2.76b as well; rotation tends to stutter somewhere around 90 degrees skipping from something like 83 to something like 97. Similar thing happens when it passes 270 degrees. I have also noticed that it happens in perspective mode but doesn't happen in ortho.
I was going to post about the same issue and I think it started way before 2.77.3. I also want to point out that first segment will not be added when you scroll mouse up once forcing you to scroll multiple times to add a segment. When you start a new bevel session and scroll your mouse or press +\- on your numpad it will not change zero segments to one, but will add as many segments as in previous session. These problems don't exist in 2.77a abf6f08.
Aug 27 2016
Yes, I know that Texture viewport shading in GLSL mode will show these, but as far as I know, Texture viewport shading in GLSL mode is practically the same as Material shading. As you can see on my screenshot, specular highlights are showing properly in Edit Mode, but showing as white in Object and Sculpt modes. Solid viewport shading without Textured Solid option also shows proper highlights in all modes so I'm pretty sure it should work the same way for Textured Solid and Texture modes.
Aug 26 2016
Sure. Tested 2.77a abf6f08 and latest 2.77.3 50a44ed: viewport in 2.77a feels a bit faster for some reason, but difference is not very noticeable and those who work in 2.77a probably won’t notice it at all. Sculpting performance feels about the same so I don’t think most people will notice any changes compared to 2.77a. Overall performance feels to be about the same so I don’t think this optimization is critical and probably should be left safely for the next iteration. I would prefer to fix specular highlights instead. I will form another report for that purpose.
Tested 50a44ed and compared it to cf53389 in terms of speed, I have used Textured Solid mode and Multires plane with 10 subdivs (1 million polygons) and plain diffuse color. There is some slowdown in viewport and sculpting performance in Sculpt mode, but it doesn’t feel like a critical hit. Well, at least now it's possible to see diffuse colors with Multires. Colors themselves seems to be updating properly now.
Aug 25 2016
As far as I know, most problems with updating diffuse colors in 3D View were fixed in latest builds except the one in Sculpt mode, it was reported by me in T48788 which is in a waiting queue.
Edit: just in case I've checked out the latest build and found out that while in Textured Solid or Textured mode (Multitexture version), specular color and intensity are showing up correctly in Edit Mode, but always displayed as white in Object and Sculpt modes. Material's Shadeless option also works only in Edit Mode. Here is how it looks on my side:
You can use my test file to compare:
Aug 4 2016
Just in case it will help with something: I have found out that there is a way to turn extend mapping in 3D viewport in Blender's UV\Image editor. I don't understand how exactly that works, but still. The problem is that this option wouldn't stay enabled after reloading so you'll have to manually turn it back on for every clamped\extended image. I was thinking about forming a bug report on this, but I'm not sure if that's supposed to work like that.
Jul 29 2016
Jul 11 2016
I have tried to render provided file in 2.77 47c47c7 on Windows 7 x64 and it crashed while trying to render upper portion of the picture. My console gave me "Error: EXCEPTION_ACCESS_VIOLATION" message, I haven't changed anything in that file so my render was going on CPU without "Open Shading Language" option and with "Feature Set" to "Supported". Switching to "Branched Path Tracing" prevented the crash. Tested same file on 2.77a abf6f08 without changing anything and my render finished without any problems.
Jul 10 2016
I was also able to reproduce this on Windows 7 x64 on build ae2033a. Joining objects seems to be working fine in build 4b0aeaf so this is probably a recent issue. Latest build gave me "Error: EXCEPTION_ACCESS_VIOLATION" message.
Jul 9 2016
Jul 6 2016
I have made some additional tests to find a temporary workaround and found out some other issues:
- Shadows change if you uncheck "Instances" option under the "Acceleration structure" in Properties -> Render -> Performance
- Shadows change if you rotate an object that is used for duplication (which is a Cube in my example file)
- Shadows change if you set "Acceleration structure" to Octree
Jul 4 2016
Just in case my previous report was lost in a traffic: tested b27322e and Diffuse color in Sculpting mode is still not updating properly in BI Textured Solid mode. Not a big problem perhaps, but can be quite annoying because you have to switch back and forth between Sculpt and Object mode to see Diffuse color update.
Jul 1 2016
Tested 4b0aeaf and most combinations of modes work normally except strange behaviour in Sculpting mode which doesn't update material’s diffuse color properly:
Jun 30 2016
I've just tested the latest build 9d5661c and it looks like the problem wasn't solved completely: object's diffuse color is now updating properly, but both diffuse color and vertex colors are only shown when object is actively selected. If many objects are selected, only the active one will display colors properly, others will show plain gray.
Jun 28 2016
I'm not sure if I understood the question correctly, but as far as I can understand, it boils down to what to display in Object and Sculpt modes when Diffuse color, image texture and vertex colors are presented.
Jun 27 2016
Jun 24 2016
Sorry if I wasn't clear enough, but that's what I see when I'm switching interaction modes in Textured viewport shading. Probably should have added pictures in the first place. The planes on these pictures are the same object in different modes.
Provided test file behave the same as my tests so I thought that I should add which modes display vertex colors and which ones don't. If this information is not useful anymore then you can just ignore it, but I honestly don't see any particular harm in my observations as well. Vertex color gradients are indeed a different issue, but I'm not sure if this is worth creating a separate report because I'm not sure if this is an actual issue or not.
I can confirm that for BI and Cycles in Textured mode (compared to 2.76b):
- Blender Internal: vertex colors are not showing in Object, Sculpt and Vertex Paint modes, but are shown in Edit Mode.
- Cycles: Vertex colors are not showing in Object, Sculpt and Edit Modes, but are shown in Vertex Paint mode with proper gradients. I have noticed that in Material view vertex colors look differrently from other modes (sRGB space?) This heavily affects gradients from vertex to vertex, making them very pale.
Jun 23 2016
I think I was able to reproduce this on empty scene on fad0c33 build! I was able to easily get my proportional size to infinity!
Jun 22 2016
Couple of my own observations, not very helpful this time, but maybe they will point something out.
- When I load provided file, my Properties panel behave very strangely: all buttons and fields become twice as large as they should be!
- I have disabled “Load UI” option in User Preferences, restarted Blender and tried again: middle Cube's coordinates show -1.#IND, clicking through them changes them into -1.00000; using Proportional editing show inf, but if I scroll my mouse, it changes to 1000.0 and starts to work as expected. I should also mention that if I don’t disable “Load UI”, this trick doesn’t seem to work.
- Appending objects into a new scene doesn’t change much except when I click through Cube’s -1.#IND and they change to -1.00000, Proportional editing starts to work right away at 1.0 size.
Sorry, 0.8 decimation rate indeed doesn't work, however 0.7 and lower worked in my case. Try decreasing decimation rate to 0.7 or less, maybe it will work for you as well that way. By the way, I'm testing this on the latest build 6fbe6eb0 so maybe that is important as well.
I think I was able to reproduce this proposal:
I was able to reproduce the crush, but just in case I was also able to successfully perform Boolean Intersection by applying Decimate modifier in Collapse mode with something like 0.8 reduction ratio, applying it and then performing an intersection. Probably this was not a valid solution, but it may work as a workaround.
I don't know if I'm just unlucky, but it looks like there is still a problem with knife tool in build 6fbe6eb0:
Create a default UV Sphere and try to cut some polygons in a way like on provided picture. As a result you will have one of the corners with inverted normal. There was a hole there, it is gone now, but now there is an inverted polygon on its place. Don't know if that will help with anything, but I thought I should bring this to your attention anyway. You can use my test file: open the file and try to cut selected polygon or any of its neighbors.
Jun 20 2016
Just in case: I have applied Boolean modifier in the provided file and then tried to change the values of Smooth and Cast modifiers and noticed that their topology doesn't jiggle like it does with Boolean modifier in the stack. Don't know if that will help with anything but still.
Intel Core i7, 8 Gb RAM, AMD Radeon HD 7700
Windows 7 x64
Jun 8 2016
I think I can get where your problem comes from: when you are making a loop cut, is your selected shape key is "Key 1"? It seems that if you create shape key "Key 1", select "Basis" and then make your loop cut, key 2 will not retain changes from "Key 1". Maybe I got something wrong, but I was able to replicate your problem when I was making a loop cut while "Key 1" was selected.
Jun 3 2016
I want to mention that I have lost one of my test files exactly the same way a couple of days ago when I was testing a new build for errors. There was nothing in that file except one simple plane, a lamp and a camera, when I re-saved that file in order to move to another computer, its filesize expanded from its usual 480 Kb to something like 1.5 Mb and when I re-opened it, the plane was absent and the same "Lib: Object lost from scene: 'Scene'" message was on top of the screen. There were no linked libraries in that file and nothing was imported.
Jun 2 2016
Didn't have much time for testing today, but here is what I was able to find in build ac8246c
Cycles, Textured viewport shading, object has a simple material with an image texture attached:
- Object Mode: the same error pops up every time I click on object itself or any node in Node Editor while Image Texture node is presented there. If I remove the Image Texture node from the editor, error stops popping up.
- Doesn't occur in Material viewport shading.
- Cannot replicate it in Edit Mode.
- Cannot replicate it in BI as well.
I'm not sure if this is an appropriate place for asking a question, but would it be possible to enable clip and extension mapping modes in Blender Internal texture as well? I hope it isn't difficult to implement and it will greatly help with placing decals and other similar tasks.
Jun 1 2016
Performed some tests on NVidia GeForce GTX 750, AMD Radeon HD7700 and Intel HD and it seems that most problems finally went away for now. The only thing that is left is a message which pops up when I launch Blender with -d parameter, but it doesn't seem to affect anything and it doesn't show up on regular blender's console so I guess it should be accepted.
Just in case it pops up every time I enter Edit Mode while in Material viewport shading and if object has a material with an image texture on it. This is the only thing that I have noticed so far.
Blender Render's material stops working (object turns completely orange) in Material viewport shading when I apply any image texture to it using UV coordinate mapping.
Cycles seems to react to UV textures as expected, but when I enter Edit Mode to adjust UV, it outputs something strange into console.
Tested this on NVidia GeForce GTX 960 2GB, will try the same test a bit later on other cards. Here is the console output.
May 31 2016
Latest build d2bb0e6: looks definitely better on Intel HD, but now there is a problem with vertex colors similar to what I’ve mentioned at the very beginning. I’ve just tested both on Intel HD and AMD Radeon HD 7700 and both seem to have the same exact problem.
There are no errors in the console and both Material viewport shading and matcap seems to be working fine now except for one thing: when you enter Edit Mode while in Material viewport shading, Vertex Colors are all messed up. I’ve tested this with Blender Internal and Cycles and haven’t found any differences in behavior; Blender’s mode with opengl32.dll doesn’t show any differences as well. Take a look at the screenshot: notice that object becomes shadeless, gray color disappears completely and other colors are scattered and changed. Rendered mode appears to work properly.
I've tried to run the same test with opengl32.dll and noticed that it gives me the different output:
Current build 0d4a7d5 gives me the same problems on Intel HD card (black unselected, orange selected objects in Material view, white objects with Matcap turned on) with the following output. Is something is still wrong or do I have to just wait for the next build?
May 30 2016
Intel Core i7, 8 Gb RAM, AMD Radeon HD 7700
Windows 7 x64
May 29 2016
Are you sure you haven't forgot to change the active texture for painting in the left Tool Shelf → Slots → Available Paint Slots? Selecting a texture slot in Properties → Texture doesn't change the active texture for painting in Available Paint Slots, but if you move the texture to the first slot in Properties → Texture, it will indeed become an active texture for painting because the default active painting slot in Available Paint Slots is the first one.
May 27 2016
It looks like the option you have encircled is a clipping range of the perspective viewport and not a clipping range of the camera (camera and viewport clipping ranges are not linked). Check your camera clipping settings in the Properties -> Camera Data (small camera icon on the right from your red ellipse).
If I remember correctly, this was one of the first things that I've encounterd when I started using Blender quite some time ago. It doesn't seem like a bug, but a missing shortcut so try to do this:
May 26 2016
At the moment I don't have time to perform full investigation on Intel HD system, but I will leave this here for now just in case. I've checked System Console window and and when I switch the default Blender scene from Solid to Material it does outputs an error which says
May 24 2016
I've made some additional investigation and tested several different computers with several different CPU\GPU configurations and it looks like that latest build (dc5a6a0) is working properly. Maybe there was a problem with one particular build? I haven't provided example .blend file this time because this problem was very obvious and easy to recreate, but I guess I should have provided it anyway just to make things easier. Sorry for the inconvenience.
May 23 2016
Mar 25 2016
It looks like Subdivide tool cannot properly subdivide ngons. For example, if you'll try to subdivide ngon cap of a cylinder, you won't be able to do it, instead it will only subdivide edges of that ngon. I've tested this in 2.76 and 2.77 and it looks like this behavior is identical in both versions.
Mar 24 2016
It looks like this issue is presented in 2.76 as well and it looks like that it isn't limited to object with Subdivision Surface: add a plane above the monkey (as a separate object), enter Edit Mode and delete the polygon so you will have only edges left. Move these edges around in Edit Mode and you will notice that edges drop shadow on a monkey. It is easily reproducible with just two planes or any other objects.
Looks like the key point here is that loose edges in Edit Mode drop shadow from the Sun lamp in Material 3D View mode.
Mar 21 2016
It seems that I can easily reproduce this issue, but I’m not sure if this is actually a bug or not:
- Open Blender and drag the upper right corner of the 3D View window to make it split into two 3D View windows.
- Switch Tool Shelf of the LEFT 3D View to the Grease Pencil tab, press Draw button and draw something within the LEFT 3D View, everything will work as expected.
- If you switch Tool Shelf of the RIGHT 3D View to the Grease Pencil tab, press Draw button and draw something within the RIGHT 3D View, everything will work as expected as well.
- Now press Draw button of the LEFT 3D View and try to draw something within the RIGHT 3D View and you won’t be able to do it. This works vice versa as well – if you’ll press Draw button of the RIGHT 3D View and try to draw within LEFT 3D View, it will just switch the tool off.
- Using a draw hotkey works within both windows as expected.
Mar 18 2016
Mar 17 2016
Mar 16 2016
Sorry, took me couple of minutes to form a report so I wasn't able to see that it was already resolved.
I was able to reproduce this as well, maybe this will help your investigation:
Mar 9 2016
A small addendum for 2.77: I've tried to change frame number by moving timeline slider and then tried to save Render Result: filename changed from "0000" or "0001" to the number of the frame I've set (for example: "0200") while drive letter always remained at "C:\". If this behavior was intended for saving frames of animation then I guess this should be expected, but I don't understand why it cannot remember the last used drive and folder. 2.76 does not react to frame changing and still show me my last used name and path.
Mar 4 2016
Mar 3 2016
I think that many people who came to Blender from Hexagon and Silo will agree with me that Hexagon's universal manipulator is one of the best and I really hope that new Blender manipulator will be similar to it. In my opinion one of the biggest problems in Blender is rotation manipulator which clutters everything while being used with other manipulators. In Hexagon rotation parts of universal manipulator are cropped to small arcs so I would recommend to use the same approach.
Just in case: I have encountered the same bug as well both in 2.76 and 2.77 and in most simple case it looks like this:
- Create an empty scene and add two planes
- Add multires to both planes. Set multires of the first plane to 1 and multires of the second plane to 2 ( now we have two objects with different multires levels)
- Switch first plane to Sculpt mode
- Select second plane through Outliner window and switch to Sculpt mode as well (now we have two objects with Sculpt mode activated and different levels of multires)
- Try selecting the first plane through Outliner and Blender will crash